//> gl_GlobalInvocationID: uint3 {0, 0, 0}
//> gl_LocalInvocationID: uint3 {0, 0, 0}
//> gl_WorkGroupID: uint3 {0, 0, 0}
no source

//> (out): float4 {-1.000000, -1.000000, 0.000000, 1.000000}
32. gl_MeshVerticesEXT[I].gl_Position	= vec4(g_Positions[I], 0.0f, 1.0f);

//> (out): float4 {0.000000, 0.000000, 0.000000, 0.000000}
33. Output[I].color						= g_Positions[I].xyxy * 0.5f + 0.5f;

//> (out): bool {true}
35. if ( I == 0 )

//> gl_PrimitiveTriangleIndicesEXT: uint3 {0, 1, 2}
37. gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0,1,2);

//> gl_PrimitiveTriangleIndicesEXT: uint3 {3, 4, 5}
38. gl_PrimitiveTriangleIndicesEXT[1] = uvec3(3,4,5);

//> gl_PrimitiveTriangleIndicesEXT: uint3 {6, 7, 8}
39. gl_PrimitiveTriangleIndicesEXT[2] = uvec3(6,7,8);

//> SetMeshOutputs(): void
41. 		SetMeshOutputsEXT( 9, 3 );

//---------------------------

